texture.js 7.38 KB
var projectionMatrix, modelViewMatrix;
var rotationAxis;
var shaderProgram, shaderVertexPositionAttribute
var shaderTexCoordAttribute, shaderSamplerUniform;
var shaderProjectionMatrixUniform, shaderModelViewMatrixUniform;

var duration = 5000; // ms
var currentTime = Date.now();

var okToRun = false;
var webGLTexture;

function handleTextureLoaded(gl, texture) {
	gl.bindTexture(gl.TEXTURE_2D, texture);
	gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
	gl.texImage2D(
			gl.TEXTURE_2D,
			0,
			gl.RGBA,
			gl.RGBA,
			gl.UNSIGNED_BYTE,
			texture.image);
	gl.texParameteri(
			gl.TEXTURE_2D,
			gl.TEXTURE_MAG_FILTER,
			gl.NEAREST);
	gl.texParameteri(
			gl.TEXTURE_2D,
			gl.TEXTURE_MIN_FILTER,
			gl.NEAREST);
	gl.bindTexture(gl.TEXTURE_2D, null);
	okToRun = true;
}

function initTexture(gl) {
	webGLTexture = gl.createTexture();
	webGLTexture.image = new Image();
	webGLTexture.image.onload = function () {
		handleTextureLoaded(gl, webGLTexture)
	}
	//webGLTexture.image.src = "P3D/images/webgl-logo-256.jpg";
	webGLTexture.image.src = "gravatar-256.jpg";
}

function initWebGL(canvas) {
	var gl = null;
	var msg = "Your browser does not support WebGL, " +
		"or it is not enabled by default.";
	try {
		gl = canvas.getContext("experimental-webgl");
	}
	catch (e) {
		msg = "Error creating WebGL Context!: " + e.toString();
	}
	if (!gl) {
		alert(msg);
		throw new Error(msg);
	}

	return gl;
}

function initViewport(gl, canvas) {
	gl.viewport(0, 0, canvas.width, canvas.height);
}

// Create the vertex, color, and index data for a
// multicolored cube
function createCube(gl) {
	// Vertex Data
	var vertexBuffer;
	vertexBuffer = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
	var verts = [
		// Front face
		-1.0, -1.0, 1.0,
		1.0,  -1.0, 1.0,
		1.0,  1.0,  1.0,
		-1.0, 1.0,  1.0,
		// Back face
		-1.0, -1.0, -1.0,
		-1.0, 1.0,  -1.0,
		1.0,  1.0,  -1.0,
		1.0,  -1.0, -1.0,
		// Top face
		-1.0, 1.0, -1.0,
		-1.0, 1.0, 1.0,
		1.0,  1.0, 1.0,
		1.0,  1.0, -1.0,
		// Bottom face
		-1.0, -1.0, -1.0,
		1.0,  -1.0, -1.0,
		1.0,  -1.0, 1.0,
		-1.0, -1.0, 1.0,
		// Right face
		1.0, -1.0, -1.0,
		1.0, 1.0,  -1.0,
		1.0, 1.0,  1.0,
		1.0, -1.0, 1.0,
		// Left face
		-1.0, -1.0, -1.0,
		-1.0, -1.0, 1.0,
		-1.0, 1.0,  1.0,
		-1.0, 1.0,  -1.0
	];
	gl.bufferData(
			gl.ARRAY_BUFFER,
			new Float32Array(verts),
			gl.STATIC_DRAW);

	var texCoordBuffer = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
	var textureCoords = [
		// Front face
		0.0, 0.0,
		1.0, 0.0,
		1.0, 1.0,
		0.0, 1.0,

		// Back face
		1.0, 0.0,
		1.0, 1.0,
		0.0, 1.0,
		0.0, 0.0,

		// Top face
		0.0, 1.0,
		0.0, 0.0,
		1.0, 0.0,
		1.0, 1.0,

		// Bottom face
		1.0, 1.0,
		0.0, 1.0,
		0.0, 0.0,
		1.0, 0.0,

		// Right face
		1.0, 0.0,
		1.0, 1.0,
		0.0, 1.0,
		0.0, 0.0,

		// Left face
		0.0, 0.0,
		1.0, 0.0,
		1.0, 1.0,
		0.0, 1.0,
	];
	gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);

	// Index data (defines the triangles to be drawn)
	var cubeIndexBuffer = gl.createBuffer();
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeIndexBuffer);
	var cubeIndices = [
		0,  1,  2,  0,  2,  3,  // Front face
		4,  5,  6,  4,  6,  7,  // Back face
		8,  9,  10, 8,  10, 11, // Top face
		12, 13, 14, 12, 14, 15, // Bottom face
		16, 17, 18, 16, 18, 19, // Right face
		20, 21, 22, 20, 22, 23  // Left face
	];
	gl.bufferData(
			gl.ELEMENT_ARRAY_BUFFER,
			new Uint16Array(cubeIndices),
			gl.STATIC_DRAW);
	var cube = {
		buffer:vertexBuffer,
		texCoordBuffer:texCoordBuffer,
		indices:cubeIndexBuffer,
		vertSize:3,
		nVerts:24,
		texCoordSize:2,
		nTexCoords: 24,
		nIndices:36,
		primtype:gl.TRIANGLES};

	return cube;
}

function initMatrices(canvas) {
	modelViewMatrix = mat4.create();
	mat4.translate(
			modelViewMatrix, modelViewMatrix, [0, 0, -4.6]);

	// Create a project matrix with 45 degree field of view
	projectionMatrix = mat4.create();
	mat4.perspective(projectionMatrix, Math.PI / 4,
			canvas.width / canvas.height, 1, 10000);

	rotationAxis = vec3.create();
	vec3.normalize(rotationAxis, [1, 1, 1]);
}

function createShader(gl, id, type) {
	var shader;
	var str = document.getElementById(id).text;
	if (type == "fragment") {
		shader = gl.createShader(gl.FRAGMENT_SHADER);
	} else if (type == "vertex") {
		shader = gl.createShader(gl.VERTEX_SHADER);
	} else {
		return null;
	}

	gl.shaderSource(shader, str);
	gl.compileShader(shader);

	if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
		alert(gl.getShaderInfoLog(shader));
		return null;
	}

	return shader;
}

function initShader(gl, vertex, fragment) {
	// load and compile the fragment and vertex shader
	var fragmentShader = createShader(gl, fragment, "fragment");
	var vertexShader = createShader(gl, vertex, "vertex");

	// link them together into a new program
	shaderProgram = gl.createProgram();
	gl.attachShader(shaderProgram, vertexShader);
	gl.attachShader(shaderProgram, fragmentShader);
	gl.linkProgram(shaderProgram);

	// get pointers to the shader params
	shaderVertexPositionAttribute = gl.getAttribLocation(
			shaderProgram, "vertexPos");
	gl.enableVertexAttribArray(shaderVertexPositionAttribute);
	shaderTexCoordAttribute = gl.getAttribLocation(
			shaderProgram, "texCoord");
	gl.enableVertexAttribArray(shaderTexCoordAttribute);

	shaderProjectionMatrixUniform = gl.getUniformLocation(
			shaderProgram, "projectionMatrix");
	shaderModelViewMatrixUniform = gl.getUniformLocation(
			shaderProgram, "modelViewMatrix");
	shaderSamplerUniform = gl.getUniformLocation(
			shaderProgram, "uSampler");

	if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
		alert("Could not initialise shaders");
	}
}

function draw(gl, obj) {
	// clear the background (transparent)
	gl.clearColor(0.0, 0.0, 0.0, 0.0);
	// // clear the background (black)
	// gl.clearColor(0.0, 0.0, 0.0, 1.0);
	gl.enable(gl.DEPTH_TEST);
	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

	// set the shader to use
	gl.useProgram(shaderProgram);

	// connect up the shader parameters: vertex position,
	// color, and projection/model matrices
	// set up the buffers
	gl.bindBuffer(gl.ARRAY_BUFFER, obj.buffer);
	gl.vertexAttribPointer(
			shaderVertexPositionAttribute,
			obj.vertSize,
			gl.FLOAT,
			false, 0, 0);
	gl.bindBuffer(gl.ARRAY_BUFFER, obj.texCoordBuffer);
	gl.vertexAttribPointer(
			shaderTexCoordAttribute,
			obj.texCoordSize,
			gl.FLOAT,
			false, 0, 0);
	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.indices);
	gl.uniformMatrix4fv(shaderProjectionMatrixUniform, false,
		  projectionMatrix);
	gl.uniformMatrix4fv(shaderModelViewMatrixUniform, false,
		  modelViewMatrix);

	gl.activeTexture(gl.TEXTURE0);
	gl.bindTexture(gl.TEXTURE_2D, webGLTexture);
	gl.uniform1i(shaderSamplerUniform, 0);

	// draw the object
	gl.drawElements(
			obj.primtype, obj.nIndices, gl.UNSIGNED_SHORT, 0);
}

function animate() {
	var now = Date.now();
	var deltat = now - currentTime;
	currentTime = now;
	var fract = deltat / duration;
	var angle = Math.PI * 2 * fract;
	mat4.rotate(
			modelViewMatrix,
			modelViewMatrix,
			angle,
			rotationAxis);
}

function run(gl, cube) {
	requestAnimationFrame(function() { run(gl, cube); });
	if (okToRun) {
		draw(gl, cube);
		animate();
	}
}

function startGl() {
	// Get A WebGL context
	var canvas = document.getElementById("cube");
	var gl = initWebGL(canvas);
	var obj = createCube(gl);

	initViewport(gl, canvas);
	initMatrices(canvas);
	initShader(
			gl,
			"texture-vertex-shader",
			"texture-fragment-shader");
	initTexture(gl);
	run(gl, obj);
}
/* vim: set ts=4 sw=4: */